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202 lines
4.0 KiB
202 lines
4.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "weapon_csbase.h" |
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#include "fx_cs_shared.h" |
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#if defined( CLIENT_DLL ) |
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#define CWeaponFiveSeven C_WeaponFiveSeven |
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#include "c_cs_player.h" |
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#else |
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#include "cs_player.h" |
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#endif |
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class CWeaponFiveSeven : public CWeaponCSBase |
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{ |
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public: |
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DECLARE_CLASS( CWeaponFiveSeven, CWeaponCSBase ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponFiveSeven(); |
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virtual void Spawn(); |
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virtual void PrimaryAttack(); |
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virtual void SecondaryAttack(); |
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virtual bool Deploy(); |
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virtual bool Reload(); |
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virtual void WeaponIdle(); |
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virtual float GetInaccuracy() const; |
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_FIVESEVEN; } |
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private: |
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CWeaponFiveSeven( const CWeaponFiveSeven & ); |
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float m_flLastFire; |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponFiveSeven, DT_WeaponFiveSeven ) |
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BEGIN_NETWORK_TABLE( CWeaponFiveSeven, DT_WeaponFiveSeven ) |
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END_NETWORK_TABLE() |
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#if defined CLIENT_DLL |
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BEGIN_PREDICTION_DATA( CWeaponFiveSeven ) |
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DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), |
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END_PREDICTION_DATA() |
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#endif |
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LINK_ENTITY_TO_CLASS( weapon_fiveseven, CWeaponFiveSeven ); |
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PRECACHE_WEAPON_REGISTER( weapon_fiveseven ); |
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CWeaponFiveSeven::CWeaponFiveSeven() |
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{ |
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m_flLastFire = gpGlobals->curtime; |
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} |
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void CWeaponFiveSeven::Spawn( ) |
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{ |
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BaseClass::Spawn(); |
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m_flAccuracy = 0.92; |
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} |
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bool CWeaponFiveSeven::Deploy() |
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{ |
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m_flAccuracy = 0.92; |
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return BaseClass::Deploy(); |
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} |
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float CWeaponFiveSeven::GetInaccuracy() const |
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{ |
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if ( weapon_accuracy_model.GetInt() == 1 ) |
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{ |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if ( !pPlayer ) |
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return 0.0f; |
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) |
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return 1.5f * (1 - m_flAccuracy); |
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else if (pPlayer->GetAbsVelocity().Length2D() > 5) |
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return 0.255f * (1 - m_flAccuracy); |
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) |
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return 0.075f * (1 - m_flAccuracy); |
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else |
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return 0.15f * (1 - m_flAccuracy); |
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} |
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else |
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return BaseClass::GetInaccuracy(); |
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} |
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void CWeaponFiveSeven::PrimaryAttack() |
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{ |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if ( !pPlayer ) |
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return; |
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// Mark the time of this shot and determine the accuracy modifier based on the last shot fired... |
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m_flAccuracy -= (0.25)*(0.275 - (gpGlobals->curtime - m_flLastFire)); |
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if (m_flAccuracy > 0.92) |
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m_flAccuracy = 0.92; |
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else if (m_flAccuracy < 0.725) |
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m_flAccuracy = 0.725; |
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m_flLastFire = gpGlobals->curtime; |
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if (m_iClip1 <= 0) |
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{ |
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if ( m_bFireOnEmpty ) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f; |
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m_bFireOnEmpty = false; |
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} |
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return; |
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} |
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pPlayer->m_iShotsFired++; |
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m_iClip1--; |
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pPlayer->DoMuzzleFlash(); |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
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// player "shoot" animation |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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FX_FireBullets( |
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pPlayer->entindex(), |
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pPlayer->Weapon_ShootPosition(), |
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pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), |
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GetWeaponID(), |
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Primary_Mode, |
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CBaseEntity::GetPredictionRandomSeed() & 255, |
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GetInaccuracy(), |
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GetSpread()); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetCSWpnData().m_flCycleTime; |
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if (!m_iClip1 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0) |
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{ |
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// HEV suit - indicate out of ammo condition |
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pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); |
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} |
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SetWeaponIdleTime( gpGlobals->curtime + 2 ); |
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// update accuracy |
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode]; |
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QAngle angle = pPlayer->GetPunchAngle(); |
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angle.x -= 2; |
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pPlayer->SetPunchAngle( angle ); |
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} |
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void CWeaponFiveSeven::SecondaryAttack() |
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{ |
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} |
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bool CWeaponFiveSeven::Reload() |
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{ |
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if ( !DefaultPistolReload() ) |
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return false; |
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m_flAccuracy = 0.92; |
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return true; |
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} |
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void CWeaponFiveSeven::WeaponIdle() |
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{ |
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if (m_flTimeWeaponIdle > gpGlobals->curtime) |
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return; |
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// only idle if the slid isn't back |
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if (m_iClip1 != 0) |
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{ |
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SetWeaponIdleTime( gpGlobals->curtime + 4 ); |
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SendWeaponAnim( ACT_VM_IDLE ); |
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} |
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}
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